The Halls of Hex = the Halls of Power You've found the powerbase of all the Evil (tm) coming through the portals. You gaze in shock at scenes of carnage. No doubt about it, this is where the more unfortunate of the marines ended up. Up being the operative word... This is what id couldn't bring themselves to show. This is what _really_ happened to your buddies.... Oh - and watch your back!

Credits:

Brendon Wyber and Raphael Quinet for DEU My wife for putting up with 3 am sessions Jean-Serge Gagnon (jsg8a@acadvm1.uottawa.ca) for some excellent debugging aid. My boss for believing my lame excuses for the bleary eyed look every morning; And id. Of course.

Well, not many, really ;). You may get some HOM in the green room, near the pillars, but it should be minimal. Some hexagonal walls appear and disappear, this is a function of the DooM engine, I believe. Likewise, some objects may momentarily disappear - with over 1400 objects to take care of, that's not surprising! This level may not play well on slow machines, but it _should_ play. It was developed on a Pentium/60 w/ 48M RAM and S3 928 video. It's been tested on a 486/66 (S3) and a 486/33 (S3 928). It runs fine under DooM 1.5 (not tested on 1.6/1.7)

This was E2M8 of HEROES.WAD, although this unmodified version is even more easy and boring. The author states that no one is allowed to modify this wad, though, so it makes me wonder if HEROES.WAD is even allowed to be in the archive? 1.5/5